Downtime Actions

Downtime Actions represent specific activities undertaken by pilots between missions. Unless the Downtime takes place over an especially long period, players usually only get to make one Downtime Action per Downtime.

Unlike Skill Checks, Downtime Actions have specific outcomes depending on whether you succeed, fail, or roll 20+, and most ask you to choose from a list of possible outcomes. Even though Downtime Actions aren’t Skill Checks, Triggers can still be used to get Bonuses when rolling. For example, the Get a Damn Drink action might benefit from Survive (alcohol tolerance), Charm (impressing the locals), or Word on the Street(eavesdropping for gossip).

Although the outcomes of Downtime Actions depend on the roll, it’s up to the GM and player to flesh out the details using the provided prompts. You can go into as much detail as you want about what actually takes place. In addition to the Downtime Actions provided here, you can also easily create new ones that are more relevant to your particular game or story. Use these ones as starting points!

Power at a Cost

When you seek Power at a Cost, you’re trying to get your hands on something.

Name what you want. You can definitely get it, but depending on the outlandishness of the request, the GM chooses one or two:

This is a straightforward way to acquire Reserves, opportunities, and additional resources. You might want something directly useful for a mission; something more abstract, like time, safety, information, allies, or support; something practical, like a base of operations, materials, shelter, or food; or, even some‐ thing as simple as a damn pack of cigarettes. You can also use Power at a Cost during missions for similar effects. Other downtime actions generally can’t be used during missions, but your group can adapt them if desired.

Buy Some Time

When you Buy Some Time, you try to stave off a reckoning, extend a window of opportunity, or merely buy some time and breathing room for you and your group. You might be trying to dodge some heat, survive stranded in the wilderness, or cause a distraction so another plan can reach its climax. You can use that distraction or bought time as Reserves for the next mission.

Describe your plan and roll:

Gather Information

When you Gather Information, you poke your nose around, perhaps where it doesn’t belong, and investigate something – conducting research, following up on a mystery, tracking a target, or keeping an eye on something. You might head to a library or go under‐ cover to learn what you can. Whatever it involves, you’re trying to Gather Information on a subject of your choice. You can use information gained as Reserves.

Name your subject and method, and roll:

Get a Damn Drink

When you Get a Damn Drink, you blow off some steam, carouse, and generally get into trouble. You might be trying to make connections, collect gossip, forge a reputation, or even just to forget what happened on the last mission. There’s usually trouble.

State your intention and roll:

Get Creative

When you Get Creative, you tweak something or try to make something new – either a physical item, or a piece of software. Once finished, you can use your new creation as Reserves.

Describe your project and roll: